The Warehouse Assignment

Introduction

In this mission, essentially all we have to do is destroy a generator in the warehouse district of New York. However, there's a lot of side missions, lots of things to do. I'll try to cover them all, but you really don't have much to do. You could just skip finding the Ambrosia inside the castle and not even attempt to save the hostages in the subway station, it's up to you.

While you could stick to bopping most of the NSF troopers on Liberty Island, since there's far more firefights on the mainland, you may want to use the prod more often. You do have some invincible AIs to fall back on, in the form of Anna, Paul, Jock, Smuggler, and Gunther. Be prepared to take a few hits, and hang in there, for we're about to head on in!

Castle Clinton

When we arrive in Battery Park, Navarre will talk to us for a few moments, then head to Castle Clinton. Once she leaves, dive into the water by the boat, look east, and you should see 2 crates floating in the water. Smash them both, and grab the lockpick and med kit that fell out of them. Get back onto dry land, then look for a little boy. Talk to him, and JC will automatically offer him the healthiest food he has on him. That would be the soy food, but since it heals you so much and is rare this early in the game, drop it before talking to the little boy. Give him a candy bar, he'll tell you about a secret code, 9183, that gives you access to secret tunnel behind the soda machine. Go to the soda machine, and pick the lock on the panel beside it. Punch the code into the keypad, then walk through the hidden doorway. Go straight, into the far room with the water in it, then check under the table for a bioelectric cell, and on the table for a multitool.

Return to the first room and go down the stairs, quietly, though! Take the first right, duck under the camera, and slip into a ventilation shaft, picking up the riot prod charger by the window. Be patient, a sweet, innocent NSF trooper will arrive shortly. Bop him when he stops in front of the window, then toss his body into the ventilation shaft. We don't need anyone seeing his body and punching that alarm panel nearby.

Once you're back in the ventilation shaft, go straight ahead, (east) and go down the ladder. Directly south and to the west of where you are, there's a grate you can leave by. I'd recommend merely opening it, and proceeding north, it's best to open all the ventilation shafts you can in case you get caught and need a place to run.

We want to exit via the far north ventilation shaft grate, but if you notice an NSF trooper patrolling along the docks, bop him and quickly pull him into the ventilation shaft. Be extremely careful when doing this! He probably packs a flamethrower, there's a camera overlooking where you are, and there may be an NSF trooper on the bridge nearby.

Once you reach the far north exit, creep into the hallway and hide in the shadows on either side of the far doorway. If nobody's around, quickly pop around the corner, and get the multitool off the floor on the right side of the doorway. An NSF trooper will wander down the hallway and see you if you don't time it right. Listen to his footsteps, once you have the multitool and are ready to proceed, listen for when his footsteps get quieter, then run around the corner, to the left, and get to the right hand side of the far west doorway. Wait for the nice NSF trooper to walk through the doorway, then bop him and hide the body.

Once he's hidden, return to the doorway you hid in when you bopped him. You should see a turret to your right, guarding some stairs leading up a level, and a doorway to your left. Go through that doorway, and dive behind the large crate to avoid setting off the camera. Oh, look! The Ambrosia! Wait for the camera to calm down, then quickly run around the large crate and up the stairs far enough to get out of sight. Creep up the stairs, go through the metal green door, then left and down the stairs to a locked metal door.

It's your call here. If you have 1 lockpick, you can crack open the door and gain access to a security computer, a med kit, and a key which opens the Castle Clinton kiosk doors. If you have have the key, or 2 lockpicks, you can crack open the small safe in here, and get your hands on an augmentation canister. It'll give you either the Aqualung or Environmental Resistance augmentations, depending on which you prefer. Or, if you feel like abusing the NSF's laser alarm system at the subway station, (which is borderline cheating) wait until later to blow the door open.

If you entered this room and shut down the security systems, head back down the stairs to the level you found the Ambrosia on, and crack open the crates to your left, which were previously guarded by the camera. The crate closest to the turret holds 10 mm ammo, the one directly under the camera holds a medkit. You can get these goodies with the camera on, but it's harder and slower to do.

Return back upstairs, and go down the hallway to your right. Follow the hall until you reach a big red button, push it, and you'll be able to go up the stairs into the kiosk of Castle Clinton. The doors are locked, but you should have the key thanks to a little body violating.

If you go through the doorway which only has a single door in it, you should find a little boy by a locker. If you're feeling generous, feed him, but he won't give you any info. In the locker beside him, you'll find the code that gives you access to the stairs you just used to enter, and a bioelectric cell.

Now, get ready to run. There are quite a few NSF terrorists around the kiosk of Castle Clinton, you can try taking some down, but eventually they'll spot you. Lead them outside to Anna Navarre, she and her UNATCO buddies will blast them all to the happy land. When she's done killing, even if you didn't touch anyone, she'll give you the 'you are not afraid to kill' speech.

On the other hand, if you'd rather she think you're a wimp, you can avoid entering the kiosk all together. If you do a little backtracking, you can return to the dock via the hidden passageway behind the soda machine. After that, simply track Anna down and meet her out front.

No matter which route you take, there will be a fork in the conversation, choose whichever one you want. The only difference between choosing on or the other is you can get 2 EMP grenades from her if you are polite.

Once you're done talking with her, it's time to search the crates around Castle Clinton. Here's what you should find in the indoor crates, in no particular order:

And then, in the outside crates:

Subway Station

Well, we're off to rescue 2 hostages from the evil NSF! There will be a firefight in front of the sub station, and we need to get there fast to save all the UNATCO troopers. Swing east of the castle to find the eagle, and pick up a vial of Zyme from it. We'll get some good cash for selling off the Zyme in Paris. Head north, and race to the UNATCO troopers and get the crowbar ready.

Help out as much as possible, but try not to get yourself hurt too badly in the process. In my experience nobody cares if you save the troopers, so if one is merely unconscious, don't worry about reloading.

Once everyone is down, search the shacks. The one nearest to the blockade where the firefight began will be shack #1, the one to its left will be #2, so on, so forth. Here's what you'll find in them:

It's suicide to enter the sub station the conventional way, there's terrorists blocking the way. And even if we could get to them and kill them both before getting killed ourselves, we can't get by the lasers without blocking them with a crate. That'll be noisy, and a friendly fellow with a flamethrower will be along before long. The only reason to go near the front entrance is because of the riot prod charger to the right of the stairs. We can get the other terrorists via another route.

Pop open the air shaft grate, and climb down to the lowest level, and open all the grates you possibly can without any of the NSF terrorists noticing you. The more escape routes, the better.

The best way to deal with them is to run out, zap one of them, and then dive back into the ventilation shafts before you're hurt too badly. Above all, get the bastard with the flamethrower first. Bullet holes are easy enough to patch up, but you'll burn until you die or get into water. Finding some while you're roasting like a Christmas turkey is easier said than done. You should probably talk to one of the hostages and let them know they should run onto the subway as soon as the doors opens, but remember, JC stands up when he talks, even if both his legs are severed. Don't start a conversation when you're going to be seen if you aren't crouching, or unless you want to race through it.

Once the hostages are safe, it doesn't matter what happens in the sub station. You'll want to avoid tipping off the three NSF troopers at the top of the stairs, and carefully eliminate the troopers down below. There's a lock pick in a crate down here, you'll want to pick it up after everyone down below is relieved of duty. Use it, or any crate, for that matter, to block the bottom laser beam at the bottom of the stairs. Creep up the stairs, and relieve the final three troopers of duty. You'll find 10 mm ammo in one crate, and a lockpick in the other.

There's one last thing we can do here, although it's more or less cheating in a melee only game. Several of those crates of TNT, I haven't sat down and figured out exactly which yet, will explode anywhere in the level if you cross the wires. Find these crates, set them up beside anything you want opened, then cross the wires, and grab your loot.

Whether or not you try this, it's time we moved on, don't you think?

Hell's Kitchen, Preliminaries

When we arrive in the sub station, we'll want to pick up the riot prod charger hidden under a displaced sheet of metal leaning against one of the columns, the one in the far right hand corner of the station. Pick up the beer and soda lying around here, then go up the stairs. Paul should come barreling down the stairs and nearly crash right into you, then talk to you. He may very well scold you for killing so many people in Castle Clinton and give you a charger for the riot prod to avoid another "shooting spree". Woo hoo!

Talk to the hooker and bribe her to discover that there's a mech chick at the Underworld Tavern who may know more about the generator. Then, head up the stairs to the street. Alex will e-mail you about a hostage situation in the 'Ton hotel. Hang a right and walk east, going to the basketball court. There's 2 thugs about to kill a bum, take the thugs out and the bum will help you out. He gives you a code phrase we'll be using later on in the game. Get the basketball and try hurling it at the net to get a rather amusing message. Hell, shoot hoops anywhere in the game and you'll get a message!

From the basketball court, go north through an alley to find two trailers with some mighty weak doors. You should have enough skill points by now to get your low-tech weapon skills to Advanced, now would be a good time to do it. Activate your combat strength augmentation if you want, and bash down both doors. In one you'll find a prod charger, in the other, a ladder! Let's see where it leads and head on down there . . .

Ah ha! We're in Smuggler's lair. We took the back way in, so he may be a little less than friendly when we say hello. Crack open the crate to your left, take the lockpick, then walk across the garage to a little shed. There's a multi-tool on the table which you can use to disable the laser panel. However, doing this is like shooting up with a drug for the first time -- you'll always need to do it later. There's a crate past the lasers containing ballistic armor, but we'll get that on our way back. If you trigger the laser and the robot comes out, this time only he will be reset to friendly after you talk to Smuggler. This means later in the game, you can come and go as you please, without worrying about multitools at all, although your first time through, you'll have to take a few bullets and run like hell. Go down the hallway, and pass a crate containing a riot prod charger on your right.

Keep going until you find Smuggler, talk to him to get a key to the sewers. Don't buy anything from him, his prices will drop considerably if we save his friend. Get a candy bar off the work bench, then go upstairs. There are two crates on your right; one contains 7.62 ammo and the other holds a riot prod charger.

Walk over to the mirror, there's a lockpick on the shelf to your left, and a keypad behind the bed on your right. Code's 432, but don't ask where I got it and I won't tell any lies. You may be able to bash down the mirror, but this time only. There's a can of soda by the bed, and thermoptic camo armor and a medkit behind the mirror.

Leave the area, and backtrack to the room with the ladder in it. There's a lift we can take out of here, it's directly across from where the lasers used to be. Take that to exit out of here. There's a riot prod charger and a bottle of beer to the right of the door.

You should see the subway entrance to the northwest, head over there. Go a little further north to the small flight of stairs with corpses on it, the NSF troopers have a bioelectric cell and a candy-bar on them.

You should've spotted a sewer grate on your way over here. If you want to help Smuggler's friend, read on, it not, you may as well jump ahead to the section on the Tavern.

The Sewers

Open the sewer grate with the key Smuggler gave you, and go down the short ladder here. A new map should load. Continue down the ladder to the water, and ignore the laser panel here. Walk ahead to the lasers, and be ready to run to your right and up a ladder to a small ledge as soon as you trigger the alarm. If you're quick, you will be up the ladder before the turret even gets one bullet into you.

Ah ha! Corpses! Violate them to discover they're holding 2 lockpicks, 2 multitools, and a med kit. Lying beside one of them is a data cube with a code to the doors around here, and another med kit. Wait for the alarm to shut off, then jump over the laser beam to a pipe, and jump down to the water from here.

Walk back towards the turret, and you'll see another laser panel on your right, as well as a small locked door. Pick it, open it, punch in the code 2167, and proceed through the door. There are several laser tripwires down the hallway, but if you stay crouched and walk in the center of the hallway, you shouldn't sound the alarm.

Keep going down the hallway until you reach another doorway with a keypad next to it, and a laser beam guarding it. Use the same code again, and duck under the laser beams, then proceed down the hallway. BE CAREFUL! There is a camera directly on the other side of the doorway. Run and duck behind the large crate in the hallway, then hack the security computer to shut off the cameras. Quickly walk towards the large room and slip into the narrow shaft with the ladder in it to avoid being seen (and shot) by any patrolling troopers.

Climb up the ladder, then creep over to the doorway with the alarm panel next to it. Open it, creep inside, and bop the trooper sitting at the desk. Smash the crates beside the desk to receive a lockpick and a med kit. Read the datacube under the desk for the login for the security computers in this area, then, staying in the shadows, head over to the security computer and rotate the bridge. Once it's fully rotated, run on it and charge the trooper standing in the middle of the bridge and zap him before he has a chance to blow you away.

Continue across the bridge and go down the ladder on the other side. Ready the prod and listen to the footsteps of the trooper patrolling the hallway, when he sounds closest, quickly jump down and zap him before he gets to the alarm panel.

If you want you can jump down and take a swim in the water, but since it'll infect you and possibly kill you, I don't recommend it. Especially considering the only crate down there holds 10 mm ammo. Go down the hallway, past the turret, through the door, then pop open the next door with the code you've been using around here. You'll be in a small area packed with troopers, not the safest place to be. One trooper was watching the door, although he wanders around quite a bit, with plenty of long pauses we can take advantage of. Wait for him to turn his back, then make your move. Walk against the righthand wall, under the camera, and use the security computer to turn off the cameras and convince the turrets you're the nice guy.

Creep towards the railing, and drop down to the lower level. Landing on the containers will explode them and release toxic gas in the air, I don't recommend it. Get the bioelectric cell from behind them, though. Walk towards the columns on your right, and open the door you find. Charge the trooper sitting down, zap him, then if he has a companion on the room, zap him too. Wait by the door you didn't enter through for some more troopers, 2 more arrived and nearly turned me into mincemeat. They did turn my legs into mincemeat, but I'm dangerous, even without them.

Read the log on the bookshelf, then use the computer to sift through some e-mails and get some info. Leave via the righthand door, and go into the first doorway on your right, using the code 2167, of course. Despite the appearance of the water here, it's perfectly safe to swim in. Jump into the water and crack open the crate nearest the ladder for a lockpick, the far one holds 10 mm ammo and isn't worth getting.

Climb back up the ladder and go into the door on your right, and pick up the bioelectric cell beside the table on your left. Go through the drawers and you'll find a multitool, and a lockpick. Turn around, and you'll find Ford Schick. Tell him to wait, we're not quite done searching yet.

Leave via the far door, and use the security terminal to open the armory door. There's a riot prod, a charger for it, and a med kit. Now we're done, let Ford know and escort him out. Don't leave him until he tells you to let Smuggler know he's okay, and you get the secondary goal completed message. Once I didn't wait, and when I turned my back, he vanished, and even though I got him out, I wasn't rewarded for it.

Climb up the ladder we used to get down here, cross the bridge, go back down the ladder on your left, and keep going down the hallway. Once you reach the water again, hang a right and go back up the ladder to arrive at the same place we entered. From there, go southeast to Smuggler's front door, use the password to get in, then let Smuggler know Ford's alive and well. His prices are much more reasonable, the only thing we'd want is a bioelectric cell, buy it if you want.

Leave via the front door, and return to the sewer grate, as the walkthrough split ends here . . .

The Tavern

Head southwest from the sewer grate, towards the Underworld Tavern, but don't enter it just yet. Go to the alley just west of it, and you'll hear a pimp arguing with Sandra Renton. Show him what happens to thugs who pimp out 18 year olds, and embed your crowbar in his skull. Talk to her, but she won't be very friendly. If you trigger the NSF battle during this, you should probably reload and just save helping her for later. Head into the tavern now.

Follow the hallway until you reach the main part of the bar, then head on over to a woman and a man having a conversation about Ambrosia. When you talk to the bartender, whatever you do, don't comment on her augmentation, because JC will mention you're with UNATCO. The two chatting won't speak to you after that. And that would suck, because the man tells you a code to an elevator that gives you access to the warehouse.

Rob the joint of all the liquor you can carry, then talk to the man standing by the bar. He'll want a cold beer, so get him one. Whether or you buy the first beer or not, he'll complain it's warm, and ask for one from the bartender. Break the bottle he refused over his head, get him something cold, and talk to him all you can. After that, then head away from the bar and hang a right. Pick up all the goodies you can, then talk to Sandra, (if you could rescue her earlier) then her friend, the girl in the rather skimpy outfit. Shoot some pool if you want, and maybe talk to the guy sitting near the pool table. Don't ask him any questions, you'll get in shit for it from Manderley.

We're pretty much done in here. You can buy some grub from Jordon Shea and heal up if you want, it couldn't hurt more than bullets do.

The Ton Hotel

Leave the tavern through the front door, and hang a right. Continue around the corner of the road, and you'll see the hotel ahead, with two troopers near a hole in the wall. If you don't want to deal with the hotel, skip ahead to the section on the warehouse, it's on the right hand side of the road. If you're going to deal with the hotel, talk to the trooper at the front door. Go inside, and be very, very quiet. Go to the left, and talk to Mr. Renton. Then, leap through the window he's standing by and zap the terrorist about to blow him away. Put yourself between Renton and the terrorist to make sure if anyone gets pumped full of holes, it's you.

Listen, and if you don't hear any gunshots from upstairs, talk to Renton, and read the datacube on the water cooler. Get 50 credits from the back table of the room he's in, then the key for one of the hotel rooms.

Creep up the stairs, and jump onto the right hand railing. It's a little awkward, but slither around the railing so you're as far as you can be from the male hostage. No matter how carefully you approach, if you get within a certain distance, the woman will call for help, and we don't need that kind of trouble. Sneak up on the fellow who has the male hostage, attack him, then haul ass around the corner and save the female hostage. The male hostage has the most valuable information, so be sure you save him. If you can save the woman, you should, but it isn't critical unless you don't want to get in trouble for it.

Once the terrorists are down, talk to the male hostage, who gives you a password we can use later. Check the rooms on the far north hallway for one that opens, then head on in and if you want, pick the lock on the closet to get a med kit, and a bioelectric cell. Check the back bedroom, and you'll find 2 corpses, and 2 Zyme vials. Take the vials, then leave.

Follow the hallway until you find a room with a newspaper in front of it; it's Paul's room. Open it up and head in, reading the datacube on the coffee table. Gee, Paul, could you have made that any more obvious? Anyone who could get in there could find your secret closet. Open up the secret closet and pick up 2 lockpicks, 3 multitools, a bioelectric cell, a suit of ballistic armor, a med kit, and a candy bar. You can take a look through Paul's e-mails, too. Note to Paul: don't give anyone your e-mail address when you've e-mailed one of the head terrorists, and the e-mail isn't of a hostile nature. The e-mail may bounce, or the terrorist may write back!

Check his bedroom, under his bedside table are 350 credit chits, and swipe some food from his kitchen if you like. Funny how there's only one bed and two grown men slept in that room, eh? Hop out the bedroom window and climb down, then head east to the hole in the fence. Two UNATCO troopers will offer you gas grenades, I always take them, even if I never use them. Why? Well, why not?

Let the UNATCO trooper know everyone in the hotel is okay, then get ready for some serious bloodshed.

Slaying the NSF

This part barely deserves its own section, since most of it relies on good luck and mindless killing. However, remember this much -- it is possible to complete this section, melee only, with the troopers satisfied with you. It isn't easy, not by a long shot, but it can be done. Marecki and I had a theory that if you fire the first shot, they'll be satisfied with you. I snipered everyone from the roof on the 'Ton on a normal game, and the troopers were happy with me, so that took care of the theory that the whole situation was a victim of a bug.

On my last melee only game, (with the Shifter mod installed, I should add) I tore through this section and probably initiated the violence. I was right in there and swinging when the shooting started, at any rate. After the dust settled, I was congratulated for my work and told that they were worried I'd go easy on them. I swear to god, I don't think I've ever been so damn smug and happy as I was then.

At any rate, know this much -- you can make the troopers happy with your performance, although the Shifter mod may have fixed a bug that existed here. Run in, crack as many skulls as you can, and when you've done the best you can, head towards the Free Clinic. There's more NSF troopers down here, but only a few. By the time you get there, the UNATCO boys will have probably made the troopers look like Swiss cheese, however. At any rate, head into the clinic now, you'll probably need some serious patching up by now.

Free Clinic

Enter the free clinic, go straight down the hall, talking to people as you reach them. The doors to the room with the med bots in it are locked, and you have to pay a hefty price for the code to the door. So let's just smash the door! Keep swinging with the crowbar, it'll give out eventually. Install the environmental protection augmentation if you picked up the canister in Castle Clinton, I strongly recommend it. Why? Grays and greasels. Let's leave it at that. Heal up, then leave the room and go left, talk to the man on the couch, then keep going until you can turn left.

The doctor and the patient will argue, when you can, talk to the bum. Choose the first option in the fork in the conversation, and he'll leave, and the doctor will give you a discount on a med kit. Don't bother, you might very well be swimming in them right now.

Leave the back room, and talk to the man on the couch to your left. He gives you more information, and he's the only one who will. It's time for us to hit the road!

Dealing With The Generator

What I doubt one year happens the next, somehow this doesn't surprise me terribly much! Marecki wrote a walkthrough for the fabled rooftop approach, I'll keep each of them separate. Choose the approach you want when we get there, and we'll go from there.

Walk in through the front door, and hop up to grab the general supply crate on the stack of crates. Smash it and borrow the bioelectric cell that used to be inside. Walk right around the crates, cracking open the door with a keypad next to it. In the back corner of the room is an augmentation upgrade canister, apply it to your combat strength augmentation.

It's time for the junction. If you want to use the underground route, keep reading, otherwise, jump ahead to the rooftop walkthrough.

The Underground Approach

Walk through the unblocked doorway, borrow the bioelectric cell, then head through the hallway until a new map is loaded. Walk ahead, and Alex should send you an e-mail as you head outside. Stack some crates and hop on the crates stacked against the fence, then drop on the other side. Disarm the LAM, then climb up the ladder to the higher level of the fire escape. Crouch under the railing, then press the crouch button again so you'll stand up once you're no longer under it, then walk forward and jump to clear the next fence. Hang a right and walk through the lasers, and run towards the powerbox, through the electricity arcs, then stand behind the power box and wait out the alarm. Once it's off, go through the hole in the wall and go into the alleyway on your left.

Get as close to the alley's exit as possible, staying in the shadows, and wait for an NSF trooper to stop to the left of the alleyway. Zap him and get his body into the shadows before anyone sees you if you can, then slip into the alleyway on your left. Disarm the 2 LAMs on the wall to your right, pick up a multitool off the ground, then hang a left and slip into the sewers. Climb along the pipe to a valve, it opens the grate over the tunnel we're about to swim through. Dive into the water and get a lockpick, and start swimming through the tunnel. You may want to upgrade your swimming skills to Trained, it'll stop you from taking any damage along the way.

Once you've reached the other side, climb out of the water and use the security computer. Let's see. The password could very well be "righteous". What about the user name? NSF? Ah ha! Turn off the cameras and take the turrets for yourself if you wish, then head north into the door you opened. Take down the laser panel, otherwise you'll have a shitload of NSF terrorists coming to greet you when you set off the alarm. Remember, in dangerous areas, stealth is the best option.

Go down the hallway, ducking under the laser tripwires, and duck into the first hallway on the right before the camera goes off. What? Just an alcove? Safer than in full view of a camera. Wait a moment, then slip into the hallway across from the alcove, and slip into an alcove on your left to avoid setting off another camera. Slip into the hallway on your right, then look to the left side of the hallway you were just in. There's a datacube behind that explosive barrel! Let's read it! Jump over into that alcove, and you'll get a computer login. Now, as usual, let's dart out from this alcove, going northwest. Duck under the laser beam and get into an alcove directly across from a keypad.

Stick your neck out of the alcove, then race around the corner to avoid the camera, and open the door to the room you could've entered through the door you were by. When all's clear, run forward into the room. Finally, some peace and quiet!

Use the security computer to shut down the cameras. Get a key off the computer desk, then read the e-mails on the computer with the login you found. If you crack open the safe under the computer, you'll find a speed enhancement/run silent augmentation canister. There's nothing but LAMs in the crates, so we're done in here.

Leave the room and head south, up the ramp to the main part of the warehouse. Zap any NSF terrorists near the top of the ramp, and pull them under the ramp leading to the second floor. There should be an NSF fello wandering by the ramp leading to the second floor, take him out quickly.

Working in a counterclockwise motion, circle the first floor and clear it out. Once you're done, hide the bodies, and move to the second floor. Move counterclockwise to get to the computer room on the far side of the warehouse. Walk behind the NSF terrorist patrolling here if it's more convenient.

At this point, the rooftop approach and the underground approach walkthroughs meet up, so if you don't want to read all of Marecki's walkthrough, (shame on you!) jump ahead to the end of the walkthrough. If you want to know the best ways to take out everyone here without help, there's a laundry list of them here.

The Rooftop Approach, by Marecki

Regardless of whether you got to the rooftops using the ladder or the elevator, you find yourself near a section with a large number of chimneys and a patrolling sniper. With the amount of hiding places the chimneys provide, one should have no problems whatsover sneaking up on the fellow; if you came up via the elevator or jumped down to that part of the roof using the wall-mounted lantern and short stairs to avoid getting hurt. This approach is good for people who don't feel to comfortable around ladders and don't want to risk going down one straight to the chimney zone. Wait for him near the top of the ladder going up and listen to footsteps. In the same area, in the shadow near the small hut on the roof, there are two boxes of sniper ammo and ballistic armour.

Go back to the highest point of the roof and take the western ladder down to the fire exit. Smash the glass in the window and you'll find yourself on the other side of the pickable door you probably noticed earlier. There, having removed the boards from the northern door you will find a prod charger and a medkit. Go back to the fire exit.

By aiming at rails visible below and jumping down you should eventually find yourself, unhurt, on the roof of the building on the other side of the gap. There is one terrorist patrolling the northern part of it, wait for him in a dark corner to stop with his back to you near the ammo crate, then relieve him of his duties. The crate contains pistol ammo, but since we don't use it chances are you won't even be able to pick it up. Turn back to the south and follow the edge of the roof to the ladder leading up to another level of the roof; in addition to another NSF sniper (listen to his footsteps while near the top of the ladder, go back down only if you see the sniper on the roof opposite looking at you - the one further away is too far away to notice you even if you are right next to the lantern), there are two crates there which contain sniper and assault rifle ammo, respectively.

Turn north and, making sure none of the remaining three guards see you, walk over the catwalk to the opposite roof. Once you've got down on the opposite side, quickly read the DataCube near the chimney for a code to the office at the warehouse, then use the protruding parts of the roof for cover to sneak up on the sniper. Once he's down break the stained-glass skylight and drop down one floor; watch out for the hole in the floor leading further down. In that area you can find: a medkit and a cell (behind the stairs in the bottom room), a prod charger (behind the left metal crate near one of the glass windows) and another medkit (behind the cardboard box).

Break the western window and walk out. If you feel like bopping another guard, jump to the left and climb up to the roof part he is on; otherwise just go down and north, collecting a prod charger and (possibly) a box of pistol bullets en route. Head west, climb the ladder to the roof of the warehouse, make your way towards the guard (if you didn't take out all the other guards, move clockwise hugging the wall to avoid being seen)...

No more pesky snipers in this mission! Go down the ladder on the northern end of the roof, then down another one on the western end of the lower section. Smash or pick the lock on the concealed door you can find there to find yourself in the warehouse computer room, ready to blow the generator sky high.

The Laundry List

Firstly, if you want to take everyone out, Marecki thoughtfully provided a list so the bloodshed will be easier. You should start in the computer room, before blowing up the generator, I'll let Marecki take over from here!

First floor: Two guards patrol this area, going clockwise one after another and making frequent pauses. It is possible to take out the second trooper without the first one noticing, but you probably won't have enough time to reach the first one before he stops and turns towards you, so I'd recommend picking up the unconscious fellow and legging it back to the computer room, leaving the other fellow for his next round. By the way, what kind of a person doesn't get suspicious when his co-patroller suddenly disappears without a word? Sheesh.

Second floor: Three guards here, one following the same path as his colleagues below and two standing still. Surprisingly, it's the latter two who cause more problems here: one stands in a corner on the eastern side of a column on the southern side of the wall you find yourself looking at having come up the stairs and turned left. He is rather difficult to take down with the baton because you have to approach him from the side at best, the other stands under the stairs leading further up and cannot be sneaked upon at all without thermoptic camo. Even if you come at him from the side of the stairs, he will spot you eventually. You'll probably want to use the prod in both cases.

Third floor: Again, three guards. One hangs around the southeastern corner of the room, watch out for him while coming up the stairs and take him out first. The second walks around the room counterclockwise and is pretty straightforward to handle, with all the boxes lying around. The last one stands under the stairs leading to the roof, but with his back turned to them and thus extremely easy to sneak up on. If you're still into collecting useless munitions, there are two crates of pistol ammo and one box of shotgun shells here for you to pick up.

Ground floor: Some of the guards here walk in a somewhat irregular fashion, so be careful. First, get rid of the terrorist under the stairs; he will probably notice you coming at him, but if you immediately hide in the dark corner he won't start shooting. Your next target hangs around the western side of the generator, the next two are on the northeastern side and tend to walk in each other's field of view - use cardboard boxes in the garage area for cover. Finally, the last guard inside the warehouse is in the gents' restroom.

Outside: The first guard, right next to the door, has got a key to this door. Another one patrols the area, accompanied by two dogs. Another dog is to the west, near the ramp - and the last two are in a yard NE of the warehouse.

Wrapping Things Up

Once in the computer room, hack the computer and shut down the generator cooling systems, then run like hell up to the roof. The best way to do this if you didn't obliterate every human and canine creature in the area, is to simply head out the mirror/hidden door, and take the ladder up. Talk to Gunther, then to the helicopter, and head on back to base.

Ambrosia, Airfields, and Mutiny